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Avorion fills its galaxy with more than empty space and suspiciously expensive ship parts. Across the map, large factions control stations, fleets, asteroid fields, trade routes, and military zones. Some will welcome a new captain. Others may start shooting before the greeting animation has time to feel polite.
This guide explains how factions work in Avorion, how reputation changes, and what each faction trait means when negotiating, trading, or choosing who not to anger.

Factions in Avorion are major procedural groups that claim sections of the galaxy. Their exact territory, stations, ships, and personality traits vary from one galaxy to another, which means two playthroughs can produce very different neighbors.
There can be hundreds of factions in a single galaxy, so trying to meet all of them is not a practical goal unless the plan is to live in hyperspace forever. Focus instead on the factions near your route, mining areas, trade hubs, and combat zones. Those are the groups most likely to affect your progress.
Contact starts when you encounter a faction ship or station. From that point on, your actions begin changing reputation. Initial relations are randomized, so a newly discovered faction may be friendly, neutral, suspicious, or openly hostile. If a faction is hostile on first contact, leaving the area is usually smarter than trying to negotiate while their guns are doing the talking.
Reputation can improve through peaceful business. Buying and selling goods, trading resources, purchasing ships, and selling claimed asteroids can all help. One of the strongest boosts comes from defending a faction against pirates or enemy factions during random attacks. Just remember that helping one side by shooting another usually makes the other side like you less. Diplomacy, apparently, has paperwork.
Reputation drops quickly through violence. Attacking ships, damaging stations, mining faction-owned asteroids without permission, or salvaging protected wreckage can all hurt relations. Smuggling is another risk. If a faction patrol scans your ship and you refuse to cooperate, expect consequences.
Negative reputation can sometimes be repaired, but hostile factions make that difficult because they may attack before you can do much to help. Reputation can also fall so low that recovery becomes impossible, so avoid burning bridges unless the bridge has loot and you are sure about the decision.
Every generated faction can have traits that shape its behavior, reputation gains, negotiation costs, and response to crime or combat. These traits matter most when choosing trade partners, allies, or enemies.
Trade first if you want allies. Commerce is steady, safe, and useful even before relations are high enough for bigger agreements. When pirate raids or rival attacks appear, help the faction you care about, but be ready for reputation damage with whoever you are shooting.
Before mining or salvaging in claimed space, check licenses and ownership. A quick license is cheaper than repairing a reputation crater. Also, avoid smuggling through careful or honorable factions unless losing cargo and friends sounds exciting.
For alliances, generous, peaceful, and trusting factions are usually easier partners. Aggressive or mistrustful factions can still be valuable, but expect higher costs, stricter reputation requirements, or more trouble if relations start slipping.
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